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Patent 1195356 Summary

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Claims and Abstract availability

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(12) Patent: (11) CA 1195356
(21) Application Number: 1195356
(54) English Title: PINBALL GAME WITH SIMULATED PROJECTILE DISPLAY
(54) French Title: BILLARD ELECTRIQUE AVEC AFFICHAGE SIMULATEUR DE LA TRAJECTOIRE DES PROJECTILES
Status: Term Expired - Post Grant
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63D 13/00 (2006.01)
  • A63D 15/00 (2006.01)
  • A63F 07/00 (2006.01)
  • A63F 07/02 (2006.01)
  • A63F 09/00 (2006.01)
  • A63F 09/02 (2006.01)
(72) Inventors :
  • CHRISTIAN, GEORGE (United States of America)
  • CLARK, NORMAN R. (United States of America)
(73) Owners :
(71) Applicants :
(74) Agent: MACRAE & CO.
(74) Associate agent:
(45) Issued: 1985-10-15
(22) Filed Date: 1983-04-22
Availability of licence: Yes
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
370,983 (United States of America) 1982-04-22

Abstracts

English Abstract


PINBALL GAME WITH SIMULATED PROJECTILE DISPLAY
ABSTRACT OF THE DISCLOSURE
A pinball game, in addition to having an aspect
in which a real projectile, i.e., a pinball, is
manipulated to strike various targets, has a simulated
projectile aspect in which a projectile is simulated by
stepwise illumination of lights on an array. Events, in
the simulated aspect, such as initiation of the
simulated aspect, result from events on the playfield of
the real projectile, such as retention of the projectile
by a projectile-capture target, and events, such as
release of the projectile from the projectile-capture
target, result from events in the simulated aspect, such
as completion or noncompletion of a maze. The player's
total score is reflective of events on both the real and
simulated aspect of the game.


Claims

Note: Claims are shown in the official language in which they were submitted.


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WHAT IS CLAIMED IS:
1. A pinball game comprising a playfield
having a plurality of targets, means for introducing a
projectile onto said playfield, means for manipulating
said projectile on said playfield to contact said
targets, a plurality of light means in a spatial array,
means for actuating one of said light means, player
controlled means for stepwise actuating the other light
means to simulate a projectile, means providing an
objective for movement of said simulated projectile, and
scoring means for tabulating events of said projectile
on said playfield and events on said array.
2. A game according to Claim 1 wherein a
second simulated projectile is movable along said
array.
3. A game according to Claim 2 wherein said
second simulated projectile is a different color than
said first simulated projectile.
4. A game according to claim 1 wherein an
electronic control moves said second simulated
projectile.
5. A game according to Claim 1 wherein said
array comprises a plurality of lenses in the playing
field and an array of luminescent devices disposed below
said lenses.
6. A game according to Claim 5 including a
board on which said luminescent devices are arranged,
said board having a printed circuit whereby said
luminescent devices can be individually actuated.
7. A game according to Claim 1 wherein said
manipulating means also functions as said player
controlled means for stepwise illumination of said light
means.
8. A game according to claim 1 having a first

-12-
player control to determine direction of said simulated
projectile and second player control to move said
simulated projectile in the determined direction.
9. A game according to Claim 8 wherein means
are provided for indicating to the player the direction
in which operation of said second control will move said
simulated projectile.
10. A game according to Claim 10 wherein
indicia are provided for indicating to the player the
direction of movement effected by said first and second
control means on any one step.
11. A game according to Claim 1 having a
projectile-retaining target, means associated with said
projectile-retaining target for activating said spatial
array, and means for releasing said ball from said
projectile retaining target pursuant to an event on said
spatial array, whereby said projectile and said
simulated projectile are manipulated independently.
12. A game according to Claim 1 wherein an
electronic control provides said means providing the
objective.

Description

Note: Descriptions are shown in the official language in which they were submitted.


~S356
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--1--
PINBALL GA~E WITH SIMULATED PROJECTILE DISPLAY
The present invention relates to pinball games and
more partlcularly to pinball games having both real and
simulated projectiles.
BACKGROUND OF T~E INVENTION
A wide variety of games of skill, generally known
as "pinball games," have been made available for the enter-
tainment of the public. These games utilize a projectile,
such as a metal ball, which the player, through various
control devlces, manipulates and directs at various targe-ts
on a slightly inclined playing field. The variety of games
offered to the public reflects the desire of the playing
public for new and different challenges reflected in the
variety of games. Within the genre of pinball games, most
of the variation is provided by variations in the playfield,
i.e., the variety and arrangement of targets, scoring
systems, sound effects and artwork. The actual means of
manipulatiny the projectile has remained relatively con-
stant, l.e., initially introducing the projectile onto the
playfield with a spring-loaded plunger, and thereafter
directing the ball up the inclined surface at the targets by
means of flippers situated toward the lower end of i-ts
playfield. It is felt a greater variety and increased
player interest can be obtained by introducing additional
skills to the playfield~
It is a general object of the present invention to
provide pinball games of greater variety, and a particular
object of the invention is to provide a pinball game having
both real and simulated projectiles.
.~

~35~5~
STATEMENT OF THE INVENTION
To accomplish this object, the invention con-
stitutes, in its broad aspects, a pinball game comprising a
playfield having a plurality of targets. Means are provided
for producing a projectile onto the playfield, and means are
also provided for manipulating the projectile on the play-
field to contact the targets~ A plurality of lights are
oriented in a spatial array, and means are provided for
actuating the lights to simulate a projectile. Player
control means actuate another light means in a stepwise
manner so as to simulate another projectile. The invention
also includes means providing an objective moving the
second simulated projectile, and scoring means for tabulating
events occurring to the projectile on the playfield, and
events occurring on the array.
BRIEF DESCRIPTION OF THE DRAWINGS
FIGURE 1 is a plan view of a pinball playfield,
including a simulated projectile display, embodying various
features of the present invention;
FIGURE 2 is an enlarged fragmentary plan view
f~

35~
of the simulatcd projectile display of PIGURE 1l
FIGURE 3 is a cross-sectional view taken along
line 3-3 of FIGURE 2, and
~IGURE 4 i~ a plan view of a circuit board with
a light bulb array for the simulated projectile
display.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMEN?S
Illustrated in ~IGURE 1 is a pinball playfield
10 having a real projectile 12, means 14, 16 of
manipulating the projectile, targets 18 for the
projectile and a simulated projectile display 20.
The apparatus for playing the real projectile
12, e.g., a metal ball, is typical of pinball game
apparatus. Balls 12 are shot into play, one at a time,
by a spring-loaded plunger 14, the shot ball following a
pathway defined by an elongated guide 22 having a
one-way exit gate 23 to the upper end 24 of the inclined
playfield 10. From the upper end 24, the ball 12 rolls
down the incline encountering v~rious targets 18 alon~
Z0 the way scoring points for the player. Once free of the
targets 18, the ball 12 rolls down the incline toward a
ball exit 26 at the lower end 28 of the playfield where
the ball is removed from play unless the player
intercepts the downward roll of the ball with
projectile-manipulating means, such as flippers 16i that
are actuated by player operated means, such as buttons
30, at the front of the ~ame. If the player intercept~
the ball 12 and returns it by means of the flippers 16
toward the back or upper end 24 of the playfield 10, the
ball hit~ various ~ar~ets 18 increasing the score of the
player. Additional flippers 16' are optionally provided
at other locations on the playfield~ Generally t~e
~core accumolated by the ball hitting each target i~
reflective of the difficulty encoun~ered in hitting the
target.
Target6 lB ~hown on the playfield 10 ar~

3S~
-3~
representative of types of target6 which are commonly
included in pinball machines including bumpers lBa,
flip-up targets 18b, etc. The illustrated playfleld lC
is simplified, and in actual practice, a playfield ~ay
have a substantially greater number of ta~getsr
In accordance with the present invention, the
game, in addition to ha~ing the various apparatus needed
to play the metal ball, has the simulated projectile
display 20 in which a projectile is represented by a
stepwise actuation of lights. The user moves the
simulated projectile by means of external controls,
which may be the same controls 30a,b that are u~ed to
actuate the flippers 16, to accomplish certain goal~,
such as escape or pursuit of a simulated ~enemy~
projectile.
The simulated aspect of the game might be
played concurre~tly with the real projectile aspect of
the game; however, it is contemplated that the simulated
a~pect of the game will generally be played
20 ~ intermittently with the real projectile game, such as
when a certain event occurs in the real projectile
game. Such an event may be the striking of a particular
target 18c by the real projectile. The playfield 10
includes one or more ball-setaining targets 18c, herein;
~5 eject saucers including a depressed well 32 in the
play~ield in which the ball may drop. Appropriate
sensing means are provided in the eject SauCe 18c so
that when the ball drops therein, electronic controls~
such as microprocessors, activate the simulated aspect
while the real projectile aspect is temporarily
interrupted as a result of ball retention in the eject
saucer. The game is programmed so that an event in the
simulated aspect~ such as capture of the player's la3t
simulated projectile by the simulated enemy project~le
or sbccessful escape from the enemy by ~sing ~p all
available move~, will deactivate the simulated aspect~
! ,
- , . _
.

~ ~53~
whereupon, an eject pin 38 in the ~aucer 18c operate~ to
e~ect the ball 12 from the well 32 and return it to
play. The ball-re~aining target lBc could ~lso be aD
electromagnet which magnetically holds the metal ball
until the power supplied thereto is cut off in response
t~ an even~ in the simulated aspect.
~erein, the simulated projectile is provided by
an array of light means 40 in the playfield 10. A 5 x 5
array of light means 40 are represented, and the
player's simulated projectile is represe~ted by the
step~ise actuation of adjacent light means of the
array. The player manipulates his simulated projectile
~y operation of the external controls or buttons 30. In
a rectangular array, such as is shown here, the movement
along the array will typically be one space at a time
hori~ontally or vertically. The movement of the
simulated projectile will be directed to a particular
purpose, such as illuminating all of the lights by
successfully moving the projectile to each of the
locations on the array within a predetermined number o~
moves. A particularly exciting purpose of the simulated
projectile is pursuit or escape from an ~enemyU
simulated projectile, also represented by stepwise
actuation of the individual light means 40 of the
array. Preferably, when the object of the sim~lated
aspect ls pursuit, the simulated enemy projectile is of
a different color than the player's simulated
projectil~.
As a means of providing the array 20 of light
means 40, an array o~ lenses 42 are embedded in the
` board 44 that provides the playfield 10, under which i~
~n array o~ luminescent devices, such as incandescent
bulbs 46a,b, for illumlnating the same. The upper
surfaces 48 of the lenses 42 are ~lat and flush with th~
playfield 10 60 as not to inte fere wi~h the roll of the
ball 12D The array of bulbs 46, illustrated in FIGS.
. .
. ~ . . _ . . .,
.
,

i;3~
..... . . . ..... . .... ......... . . . _ .. .. _. .... .... .. _ _ .. _ ._ . . .
.
2-4, is Dr a pursuit game ~nvolving a player controlled
simulated projectile and a microprocessor controlled
enemy simulated projectile. A 5 x 5 array of bulb pair~
46a,b are provided on the upper surface of a circuit
S board 50 disposed beneath the playfield 10, each pair o~
bulbs 46 being directly below Dne of the lenses 42. The
bulbs 46 are preferaoly plugged individually into the
circuit board 50 to provide for individual bulb
replacement. The bulbs 46a,b of each pair are of
dif~erent colors, one color bulb 46a, e.g., yellow,
representing the player's simulated projectile, and one
color bulb 46b, e.g~ red, representing the simulated
enemy projectile. The printed circuit 54 on the upper
surface of the circuit board provides for illumination
of the bulbs 46a,b according to the strategy o~ the
game. Plug means 55 on the under side of the circuit
board connect the printed circuit 54 to an electronic
control 53, e.g., microprocessor, such as are known in
the electronic art, and this control manipulates the
enemy projectile according to a predetermined pattern or
in response to movement o~ the player's simulated
pro~ectile. The electronic control 53 also interfa~es
the simulated projectile aspect with the real projectile
aspect and interfaces the events in both aspects to
scoring and sound apparatus~
The pinball game of the present invention
provides for test of player skill in addition to the
usual ball m~nipulation skills~ The final score o~ the
player is determined by his skill in both aspects o~ the
game. The scoring system of the game is adapted to
maximi~e the interrelationship between the real
projectile aspec~ and the simulated pr~jectile ~spectO
The player may a¢cumulate points at a rapid rate by
playing the simulated ~spect; however, his opportunlty
to play the ~imulated aspect is dependent on his ability
to maintain the ball 12 in play a~d his abil~ty ~o
. ,
.. .

35~
~ .
direct the ~all to a particular ~arget, i.e., t~e eject
~aucer 18c, that activates the simulated gameO ~is
~bility to take advantage of the opportunity to score
points in ~he simulated aspec~ depends upon his skill in
manipulating the simulated projectile. Furthermore, th~
player's opportunity to play the real projectile aspect
is determined by his skill in ~he simulated projectile
aspect if rewards, such as additional balls, accrue upon
the accomplishment of certain objectives in the
simulated aspect.
In order that the invention may be more fully
understood, an example of a pinball game, with
particular emphasis on the simulated projectile aspect,
will now be described in greater detail.
By means of the plunger 14, the player puts his
first ball 12 in play at the upper end 24 of the
playfield 10. As the ball 12 rolls down ~he lnclined
playfield 10, it strikes various targets 18 providing
some initial points to the player. The player guards
against the ball 12 leaving through the exit 26 by means
of pairs of flippers 16, each flipper actuated by its
own player-controlled button 30 at the front o~ the
game. The flippers 16 propel the ball 12 upwards on the
playfield to strike the various targets 18. The targets
18 that the ball 12 strikes and the score accumulated
thereby depends upon the skillful manipulation o~ the
flippers 16 by the player as well as some permissable
jarring of the playfield 10. When the ball 12 lands in
one of the eject saucers 18c, play of the ball 12,
dependent on certain other requirements, is halted and
the simulated projectile aspect of the game begins,
The player is provided with a given number o
simulated projec~iles, herein five as lndicated by the
five lighted c~unter indicia 56 below the light arr~y
35 . 20. ~y pressing one of the flipper b~ttons 30a~ the
player puts one o~ his simulated projectlle~ in play ~R

g53~6
~7-
., .
indicated by illuminating one of the lenses 42 of th~
ar~ay with a bulb 46a of the player's color. It is ~lso
~ - accnmpanied by the introduction of the enemy simulated
projectile onto the array by illuminating one of the
lenses 42 of the array with a bulb 46b of the enemy
color. The player uses one flipper button 30a to move
hls simulated projectile and the other button 30b to
determine the direction in which the simulated
projectile moves. The direction o~ the projectile
effected by depression of the projectile-moving button
30a is indicated by means of arrows 60 above the display
20. One oi- four arrows 60 indicating up or down or left
or right movement is lit at all times during the
simulated aspect of the game, and the player changes the
lS arrow that is illuminated in a rotational, e.g~
clockwise, direction by successive depressions of the
directional button 30b. Thus by the coordina~ed
manipulation of both but~ons 30a,b, the player moves the
simulated projectile in the direction of his choosing.
As the piayer moves, the electronic control moves the
enemy either in response to a predetermined sequence, a
random motion sequence or in response to the player's
moves.
I~ the enemy is the pursuer, the ob~ect of the
player is to avoid the enemy for a predetermined number
of moves as indicated by a move tabulator 64. If the
player completes the ma~e by completing the object of
the maze while avoiding the pursuing enemy for the
predetermined number of moves, he is credi~ed with a
completion as recorded on a counter 66 as well as
rewarded with points on his total score. If in te?d,
his simulated projectile is captured by the enemy a~ a
result of thè enemy simulated projectile occupying the
~ame position as the player's simulated pro~ectiIe, he
is credited with no completion and looses this one of

53~;~
-8-
his simulated projectiles. ~e may, however, be credit~d
with some score according to his number of escape
manueuvers. If the player's simulat~d projectiles ~r~
depleted through enemy capture, he can earn no point~ in
the simulated aspect even if he would otherwise have the
right to play the simulated aspect by virtue of his
projectile landing in the eject saucer 18c except under
special conditions where the player again earns the
right to play the simulated aspe~t.
On the other hand, the player may be the
pursuer who must capture the enemy by land.ing on the
same space within a predetermined number of moves. If
during tbe play of one real ball, the player becomes the
aggressor, he remains the agressor each time he triggers
lS an event which puts him in the simulated aspect of the
game until that real ball is lost from play. If enemy
capture occurs, the player is appropriately rewarded
with points.
In the illustrated game, it is contemplated
zo that different events will alternatively result in the
player and the enemy being the aggressor (pursuer). An
event vhich may be used to determine whether the player
is the pursuer or pursued might be the direction ~hich
the ball 12 enters the eject saucer 18c. For example,
if the ball enters the eject saucer 18c at the upper
right hand corne~ from below in the direction of arrow
74 as a result of ball manipulation with the ~lipper 1~,
the enemy will be the aggressor. On ~he other hand, i~
the ball 12 enters the saucer 18c from above in the
direction of arrow 72, an event which will generally
occur only when the player has carefully activated th~
plunger 14 to put the ball 12 in play, i.e., the sk~ll
~hot, the player will be the aggressor or pursuer~ The
player might also become the agressor by striking ~
certain sequence of ta~gets before landing in the e~e~t
saucer 18c~ A light 70 at the rlght o~ the array
.. ...... .

3~;~
.
indicates ~hat ~he player is the agg~e~or.
To add incentive for skillful play, a total
~eplay may be awa~ded if a player completes the maze
within a predetermined time indicated by a timer 80
belcw the array. The predetermined time may be
adjustable by the arcade proprietor to slow down or
speed up play according to the t~olume in his
establishment and a~cording to the general skill of his
clientele.
The variations on such a game and the
interrelationships between the real aspect and the
simulated aspect are endless. For example, the player
may be granted additisnal simulated projectiles for
striking certain particularly inaccessible targets 18
with the ball 12. The play on the simulated aspect may
be made more difficult on each subsequent play. For
example, on the first play of the simulated aspect~ the
enemy may move only in response to player movement. On
the next play, the enemy may move within a predetermined
time irrespective of player action. The movement of the
enemy may quicken on ~ubsequent plays. Through the use
of microprocessors, the speed of the enemy is virtually
unlimited so that even the most skillful player will
eventually be challenged to the limits of his ability.
~he simulated aspect may include a two man mode wherein
a competing player rather than an electronic control
operates the opposing simulate~ projectile.
While the invention has been described in ter~s
of a certain preferred embodiment~ modifications ob~ious
to one with ordinary skill in the art may be made
without departing from the scope of the inventionO For
examplet although the illustrated game contemplates
pursued and a pur~uer, a single bulb associated with
ea~h lens might be ~sed in a straight-forward ma~e. The
' simulated projectile(s) is generally indicated by
stepwise illumination of lights; however, it could ~130
....... , . . _ ,

i;3~;~
. . . ...... , . . . . _..... .. . . .. . ...
--10--
be represented by stepwise extinguishing of the lightB
in the display. LED's might be used in place o~
in~andescent bulbs to simulate a projectile. While it
is preferred that the light array be on the playlng
S field, the array may be on an upright light box at the
rear of the game where the score is generally
displayed. Instead of using the flipper buttons to move
the simulated projectile, separate controls such a~
~ additional buttons, handles, le~ers, guns, etc. might be
provided. The simulated aspect might operate
simultaneously with the real projectile aspect,
requiring a player to coordinate his evasive action ~ith
his manipulation of the ball by use of the flipper
buttons or other controls.
Various features of the invention are set ~orth
in the following claims.

Representative Drawing

Sorry, the representative drawing for patent document number 1195356 was not found.

Administrative Status

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Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

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Event History

Description Date
Inactive: IPC from MCD 2006-03-11
Inactive: IPC from MCD 2006-03-11
Inactive: IPC from MCD 2006-03-11
Inactive: IPC from MCD 2006-03-11
Inactive: Expired (old Act Patent) latest possible expiry date 2003-04-22
Inactive: Reversal of expired status 2002-10-16
Inactive: Expired (old Act Patent) latest possible expiry date 2002-10-15
Grant by Issuance 1985-10-15

Abandonment History

There is no abandonment history.

Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
None
Past Owners on Record
GEORGE CHRISTIAN
NORMAN R. CLARK
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Abstract 1993-07-04 1 20
Drawings 1993-07-04 2 68
Claims 1993-07-04 2 56
Descriptions 1993-07-04 11 398